package com.badlogic.androidgames.framework.gl;

import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.IntBuffer;
import java.nio.ShortBuffer;

import javax.microedition.khronos.opengles.GL10;

import android.graphics.Bitmap;
import android.opengl.GLUtils;
import android.util.Log;

import com.badlogic.androidgames.framework.impl.GLGraphics;

public class Vertices {
    final GLGraphics glGraphics;
    final boolean hasColor;
    final boolean hasTexCoords;
    final int vertexSize;
    final IntBuffer vertices;
    final int[] tmpBuffer;
    final ShortBuffer indices;
    int mTextureId;
    public Vertices(GLGraphics glGraphics, int maxVertices, int maxIndices, boolean hasColor, boolean hasTexCoords) {
        this.glGraphics = glGraphics;
        this.hasColor = hasColor;
        this.hasTexCoords = hasTexCoords;
        this.vertexSize = (2 + (hasColor?4:0) + (hasTexCoords?2:0)) * 4;
        this.tmpBuffer = new int[maxVertices * vertexSize / 4];
        
        ByteBuffer buffer = ByteBuffer.allocateDirect(maxVertices * vertexSize);
        buffer.order(ByteOrder.nativeOrder());
        vertices = buffer.asIntBuffer();
        
        if(maxIndices > 0) {
            buffer = ByteBuffer.allocateDirect(maxIndices * Short.SIZE / 8);
            buffer.order(ByteOrder.nativeOrder());
            indices = buffer.asShortBuffer();
        } else {
            indices = null;
        }            
    }
    
    public void setVertices(float[] vertices, int offset, int length) {
        this.vertices.clear();
        int len = offset + length;
        for(int i=offset, j=0; i < len; i++, j++) 
            tmpBuffer[j] = Float.floatToRawIntBits(vertices[i]);
        this.vertices.put(tmpBuffer, 0, length);
        this.vertices.flip();
    }
    
    public void setIndices(short[] indices, int offset, int length) {
        this.indices.clear();
        this.indices.put(indices, offset, length);
        this.indices.flip();
    }
    
public void bind() {
    GL10 gl = glGraphics.getGL();
    
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    vertices.position(0);
    gl.glVertexPointer(2, GL10.GL_FLOAT, vertexSize, vertices);
    
    if(hasColor) {
        gl.glEnableClientState(GL10.GL_COLOR_ARRAY);
        vertices.position(2);
        gl.glColorPointer(4, GL10.GL_FLOAT, vertexSize, vertices);
    }
    
    if(hasTexCoords) {
//    	gl.glEnable(GL10.GL_TEXTURE_2D);	
        gl.glEnableClientState(GL10.GL_TEXTURE_COORD_ARRAY);
        vertices.position(hasColor?6:2);
        gl.glTexCoordPointer(2, GL10.GL_FLOAT, vertexSize, vertices);
    }
}

public void loadGLTexture(GL10 gl, Bitmap bitmap) { // New function
	// Generate one texture pointer...
	// this.mBitmap = bitmap;
	int[] textures = new int[1];
	gl.glGenTextures(1, textures, 0);
	mTextureId = textures[0];
	Log.i("Test", "ID:" + mTextureId);
	// ...and bind it to our array
	gl.glBindTexture(GL10.GL_TEXTURE_2D, mTextureId);

	// Create Nearest Filtered Texture
	// gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
	// GL10.GL_LINEAR);
	// gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
	// GL10.GL_LINEAR);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MIN_FILTER,
			GL10.GL_NEAREST);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_MAG_FILTER,
			GL10.GL_NEAREST);

	// // Different possible texture parameters, e.g. GL10.GL_CLAMP_TO_EDGE
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_S,
			GL10.GL_CLAMP_TO_EDGE);
	gl.glTexParameterf(GL10.GL_TEXTURE_2D, GL10.GL_TEXTURE_WRAP_T,
			GL10.GL_REPEAT);
	// Use the Android GLUtils to specify a two-dimensional texture image
	// from our bitmap
	GLUtils.texImage2D(GL10.GL_TEXTURE_2D, 0, bitmap, 0);
	// gl.glBindTexture(GL10.GL_TEXTURE_2D, 0);
	// bitmap.recycle();
//	width = bitmap.getWidth();
//	height = bitmap.getHeight();

}

public void draw(int primitiveType, int offset, int numVertices) {        
    GL10 gl = glGraphics.getGL();
    
    if(indices!=null) {
        indices.position(offset);
        gl.glDrawElements(primitiveType, numVertices, GL10.GL_UNSIGNED_SHORT, indices);
    } else {
        gl.glDrawArrays(primitiveType, offset, numVertices);
    }        
}

public void unbind() {
    GL10 gl = glGraphics.getGL();
    if(hasTexCoords)
        gl.glDisableClientState(GL10.GL_TEXTURE_COORD_ARRAY);

    if(hasColor)
        gl.glDisableClientState(GL10.GL_COLOR_ARRAY);
}
}
